Bare Bones - Industries
Moderator: Transport Empire Moderators
Bare Bones - Industries
Every game needs default conditions with or without any extensions/patches/mods. (eg. Civ 2 vs Civ 2: Test of Time)
I therefore request a set of basic things every set might want...
I propose the following a basis set. Every set has the option of extending this basis set or removing as the set wishes.
[note: the following is a copy of the TTD basis set]
Primary Industries:
Iron Ore Mine
Coal Mine
Oil Wells
Offshore Platform
Logging Camp
Farms [although I believe these should be split into livestock and grain farms]
Secondary Industries:
Steel Mill
Lumber Mill
Factory
Final Destinations:
Power Station
Note: I wouldn't mind a list of possible industries that some might want to use in a particular set, just in case there are any special circumstances that I can't think of, which would mean a particular industry acts differently.
I therefore request a set of basic things every set might want...
I propose the following a basis set. Every set has the option of extending this basis set or removing as the set wishes.
[note: the following is a copy of the TTD basis set]
Primary Industries:
Iron Ore Mine
Coal Mine
Oil Wells
Offshore Platform
Logging Camp
Farms [although I believe these should be split into livestock and grain farms]
Secondary Industries:
Steel Mill
Lumber Mill
Factory
Final Destinations:
Power Station
Note: I wouldn't mind a list of possible industries that some might want to use in a particular set, just in case there are any special circumstances that I can't think of, which would mean a particular industry acts differently.
I'm positive it was in it at some moment in time but maybe it was scrapped for discussion purposes. Anyhow, this is my view:
Primary Industries
Coal mine (produces coal)
Iron Ore mine (produces iron ore)
Cattle farm (produces cattle)
Sheep farm (produces sheep)
Grain farm (produces grain)
Logging Camp (produces logs and pulpwood)
Produce Orchard (produces produce)
Oil wells/platforms (produces crude oil)
Gravel pit (produces gravel)
Fishing grounds (produces fresh fish)
Secundary Industries
Meat Packaging Plant (requires cattle & sheep, produces food)
Food Processing Plant (requires produce & grain & fresh fish, produces food)
Refinery (requires crude oil, produces fuel oil & chemicals)
Chemical Plant (requires chemicals, produces goods)
Steel mill (requires coal & iron ore, produces steel)
Printing works (requires pulpwood, produces paper)
Sawmill (requires logs, produces lumber)
Cement factory (requires gravel, produces cement)
Tertiary Industries
Oil-fired plant (requires fuel oil)
Coal-fired Plant (requires coal)
Town (requires food, goods, paper, lumber and cement)
It would be nice to have one more industry chain that produces goods though.
Primary Industries
Coal mine (produces coal)
Iron Ore mine (produces iron ore)
Cattle farm (produces cattle)
Sheep farm (produces sheep)
Grain farm (produces grain)
Logging Camp (produces logs and pulpwood)
Produce Orchard (produces produce)
Oil wells/platforms (produces crude oil)
Gravel pit (produces gravel)
Fishing grounds (produces fresh fish)
Secundary Industries
Meat Packaging Plant (requires cattle & sheep, produces food)
Food Processing Plant (requires produce & grain & fresh fish, produces food)
Refinery (requires crude oil, produces fuel oil & chemicals)
Chemical Plant (requires chemicals, produces goods)
Steel mill (requires coal & iron ore, produces steel)
Printing works (requires pulpwood, produces paper)
Sawmill (requires logs, produces lumber)
Cement factory (requires gravel, produces cement)
Tertiary Industries
Oil-fired plant (requires fuel oil)
Coal-fired Plant (requires coal)
Town (requires food, goods, paper, lumber and cement)
It would be nice to have one more industry chain that produces goods though.
This list looks very much like Railroad Tycoon
If you want to take it down the RT road then I suppose we could have industries which are era specific. Much in the same way TT did this with the phasing out oil wells in favour of oil platforms.
Perhaps depending on the scenario we could make a major source of goods the docks, after all, most goods seem to be imported now...
If you want to take it down the RT road then I suppose we could have industries which are era specific. Much in the same way TT did this with the phasing out oil wells in favour of oil platforms.
Perhaps depending on the scenario we could make a major source of goods the docks, after all, most goods seem to be imported now...
First of all, aren't sheep part of "cattle"?
Secondly, RT got some additional ones like cars, nuclear waste, fertilzer, and some other stuffies...
Thirdly, I never really liked the RT model, since it was more complicated than the TT's one.
Fourthly, perhaps something like electronics, toys, gas, sand, plastics, or whatever?
Secondly, RT got some additional ones like cars, nuclear waste, fertilzer, and some other stuffies...
Thirdly, I never really liked the RT model, since it was more complicated than the TT's one.
Fourthly, perhaps something like electronics, toys, gas, sand, plastics, or whatever?
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Sheep and cattle are both part of "livestock".Purno wrote:First of all, aren't sheep part of "cattle"?
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I don't think cars would require public cars on the roads. Cars could just be transported from the carfactory to a city.Hyronymus wrote:Cars would require 'normal' traffic on the streets. That might get difficult with transport vehicles but I like the idea of cars on ferries and trains.
One thing I think could make things a bit easier than in Simutrans is to not have a huge amount of differt goods-types. Like books, furniture, etc.
Better keep the default not to complex. So I would say not to many different goods types as in Simutrans (books, furniture, cars etc.). Simply goods that are made from different rawmaterials are enought. A few grades could be okay thought such as food and goods.
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That gives me an idea.ervin2 wrote:how about quarries, that go into factories? (collecting stone)
How about we just use the basis for the ECS set? (Which includes bricks + cement)
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Maybe the standard TT chains, with UKRSI as an addition.
Otherwise I like the RT industries, but with the sheeps and cattle merged into livestock.
Otherwise I like the RT industries, but with the sheeps and cattle merged into livestock.
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I think the UKRSI should be fine, simply because its basic and emcompasses enough industries to make it interesting. RRT industries are overkill for a default setting. Would make more sense to have an RRT Set with all those industries in it.XeryusTC wrote:Maybe the standard TT chains, with UKRSI as an addition.
Otherwise I like the RT industries, but with the sheeps and cattle merged into livestock.
Nice idea - but I miss an industry which requires steel???Hyronymus wrote:I'm positive it was in it at some moment in time but maybe it was scrapped for discussion purposes. Anyhow, this is my view:
Primary Industries
Coal mine (produces coal)
Iron Ore mine (produces iron ore)
Cattle farm (produces cattle)
Sheep farm (produces sheep)
Grain farm (produces grain)
Logging Camp (produces logs and pulpwood)
Produce Orchard (produces produce)
Oil wells/platforms (produces crude oil)
Gravel pit (produces gravel)
Fishing grounds (produces fresh fish)
Secundary Industries
Meat Packaging Plant (requires cattle & sheep, produces food)
Food Processing Plant (requires produce & grain & fresh fish, produces food)
Refinery (requires crude oil, produces fuel oil & chemicals)
Chemical Plant (requires chemicals, produces goods)
Steel mill (requires coal & iron ore, produces steel)
Printing works (requires pulpwood, produces paper)
Sawmill (requires logs, produces lumber)
Cement factory (requires gravel, produces cement)
Tertiary Industries
Oil-fired plant (requires fuel oil)
Coal-fired Plant (requires coal)
Town (requires food, goods, paper, lumber and cement)
It would be nice to have one more industry chain that produces goods though.
And Printing works requires Paper and produce books and newspapers - you meant a Paper Mill!!!
And sheeps AND cattle? That appears to me somewhat unreasonably.
So I would say:
Remove the sheeps
and add:
Consumer goods factory (requires steel, chemicals, produces goods)
Paper Mill (requires wood, produces paper)
Printing works (requires paper and produces books and newspapers )
and let the towns require newspapers and books.
Newspapers and Books will be earn high profit if they are transported really fast, maybe in planes or fast trains (postal van...).
yeah, keep it simple like ttd, then those that want more complicated chains can add them.
Locked until the DD discussion arrives at this issue.
Locked until the DD discussion arrives at this issue.
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